My work continues.
In additive animation, the Mesh Space type ensures that animations are applied consistently, aligning with the direction of the skeletal mesh, irrespective of its orientation. It would indeed be uncanny for a character to wave at you with their hand oriented backwards, would it not?
The left-right leaning BS1D will use a numeric variable to manually track player direction, playing the appropriate animation per direction.
Underneath is an image carousel containing a complex set of nodes which records the player's rotation before every frame. I will explain how the whole recording system works from my perspective of things:
At the start of the event node is a Delta Time variable, created to contain a separate recording of elapsed time in UE space. In mathematics, delta represents change in a variable. Delta Time catalogues each player rotator's time frame to tell the system it is the newest.
Containing the calculated difference between the last frame's rotation (A) and the latest frame's rotation (B) is the Yaw Delta variable. The formula for speed is "speed = distance ÷ time", which can be interpreted as "rotation speed = Yaw Delta ÷ Delta Time" in my game's logic.
Another division node after the speed formula controls the angular intensity of leaning rotations. Want your player to lean less gravity-defyingly without readjusting your animation rig? Simply reduce your rotation speed via division.
Recording every frame's rotational speed, whether it is 0 or higher, the blueprint needs to refresh the Yaw Delta per frame and rotation. Enter FInterp To: a node that calculates the reaching distance of a target (this frame's divided Yaw Delta) from the current position (last frame's Yaw Delta).
Unless I enable Controller Rotation Yaw, the animation changes would be barely noticeable to my naked eyes, though this formula teaches me a lot about the system's familiarities with real life physics. I still hate math, though.
To conclude today's session, here is a brief introduction to material editing. For starter meshes like the metal on the mannequins, their shiny surfaces can be recolored on the Material tab, with features such as Tint to color and nitpick over everything.
Saves yourself the trouble of remaking a mesh back at other software.